// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_sound.c 53 2005-08-19 21:55:51Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.10 2005/08/19 21:55:51 fraggle // Make sounds louder. Use the correct maximum of 15 when doing sound // calculations. // // Revision 1.9 2005/08/07 19:21:01 fraggle // Cycle round sound channels to stop reuse and conflicts of channel // numbers. Add debug to detect when incorrect sound handles are used. // // Revision 1.8 2005/08/06 17:05:51 fraggle // Remove debug messages, send error messages to stderr // Fix overflow when playing large sound files // // Revision 1.7 2005/08/05 17:53:07 fraggle // More sensible defaults // // Revision 1.6 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.5 2005/07/23 21:32:47 fraggle // Add missing errno.h, fix crash on startup when no IWAD present // // Revision 1.4 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.3 2005/07/23 17:21:35 fraggle // Remove step table (unused, adds dependency on pow function) // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:46 fraggle // Initial import // // // DESCRIPTION: // System interface for sound. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_sound.c 53 2005-08-19 21:55:51Z fraggle $"; #include #include #include #include #include "z_zone.h" #include "i_system.h" #include "i_sound.h" #include "m_argv.h" #include "m_misc.h" #include "m_swap.h" #include "w_wad.h" #include "doomdef.h" #define NUM_CHANNELS 16 static int sound_initialised = 0; static Mix_Chunk sound_chunks[NUMSFX]; static int sounds_in_use[256]; static int nextchannel = 0; static byte *expand_sound_data(byte *data, int samplerate, int length) { byte *result = data; int i; if (samplerate == 11025) { // need to expand to 2 channels, and expand 11025->22050 result = Z_Malloc(length * 4, PU_STATIC, NULL); for (i=0; iname); return W_GetNumForName(namebuf); } static int soundtag = 0; // // Starting a sound means adding it // to the current list of active sounds // in the internal channels. // As the SFX info struct contains // e.g. a pointer to the raw data, // it is ignored. // As our sound handling does not handle // priority, it is ignored. // Pitching (that is, increased speed of playback) // is set, but currently not used by mixing. // int I_StartSound ( int id, int vol, int sep, int pitch, int priority ) { Mix_Chunk *chunk = getsfx(id); int channel; // find a free channel, starting from the first after // the last channel we used channel = nextchannel; do { channel = (channel + 1) % NUM_CHANNELS; if (channel == nextchannel) { fprintf(stderr, "No free sound channels left.\n"); return -1; } } while (Mix_Playing(channel)); nextchannel = channel; // play sound Mix_PlayChannelTimed(channel, chunk, 0, -1); sounds_in_use[channel] = soundtag; channel |= soundtag << 8; soundtag++; // set separation, etc. I_UpdateSoundParams(channel, vol, sep, pitch); return channel; } void I_StopSound (int handle) { int tag = handle >> 8; handle &= 0xff; if (sounds_in_use[handle] != tag) { fprintf(stderr, "stopping wrong sound: %i != %i (%i)\n", sounds_in_use[handle], tag, handle); } sounds_in_use[handle] = -1; Mix_HaltChannel(handle); } int I_SoundIsPlaying(int handle) { handle &= 0xff; return Mix_Playing(handle); } // // This function loops all active (internal) sound // channels, retrieves a given number of samples // from the raw sound data, modifies it according // to the current (internal) channel parameters, // mixes the per channel samples into the global // mixbuffer, clamping it to the allowed range, // and sets up everything for transferring the // contents of the mixbuffer to the (two) // hardware channels (left and right, that is). // // This function currently supports only 16bit. // void I_UpdateSound( void ) { } // // This would be used to write out the mixbuffer // during each game loop update. // Updates sound buffer and audio device at runtime. // It is called during Timer interrupt with SNDINTR. // Mixing now done synchronous, and // only output be done asynchronous? // void I_SubmitSound(void) { } void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch) { int tag = handle >> 8; int left, right; handle &= 0xff; if (sounds_in_use[handle] != tag) { fprintf(stderr, "tag is wrong for playing sound: %i, %i\n", tag, handle); } left = ((254 - sep) * vol) / 15; right = ((sep) * vol) / 15; Mix_SetPanning(handle, left, right); } void I_ShutdownSound(void) { if (!sound_initialised) return; Mix_CloseAudio(); SDL_QuitSubSystem(SDL_INIT_AUDIO); } void I_InitSound() { if (SDL_Init(SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Unable to set up sound.\n"); return; } if (Mix_OpenAudio(22050, AUDIO_U8, 2, 1024) < 0) { fprintf(stderr, "Error initialising SDL_mixer: %s\n", SDL_GetError()); } Mix_AllocateChannels(NUM_CHANNELS); sound_initialised = 1; SDL_PauseAudio(0); } // // MUSIC API. // Still no music done. // Remains. Dummies. // void I_InitMusic(void) { } void I_ShutdownMusic(void) { } static int looping=0; static int musicdies=-1; void I_PlaySong(int handle, int looping) { // UNUSED. handle = looping = 0; musicdies = gametic + TICRATE*30; } void I_PauseSong (int handle) { // UNUSED. handle = 0; } void I_ResumeSong (int handle) { // UNUSED. handle = 0; } void I_StopSong(int handle) { // UNUSED. handle = 0; looping = 0; musicdies = 0; } void I_UnRegisterSong(int handle) { // UNUSED. handle = 0; } int I_RegisterSong(void* data) { // UNUSED. data = NULL; return 1; } // Is the song playing? int I_QrySongPlaying(int handle) { // UNUSED. handle = 0; return looping || musicdies > gametic; }